Inventory last scanned: 5/4/2026, 7:06:10 PM
Artifact — Equipment
Equipped creature gets +2/+2. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.) Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Enchantment
Other permanents you control have "{T}: Add one mana of any color."
Enchantment
Enchanted creatures you control get +2/+2.
Sorcery — Lesson
Kicker {2} (You may pay an additional {2} as you cast this spell.) Search your library for a basic land card. If this spell was kicked, instead search your library for a basic land card and a Shrine card. Reveal those cards, put them into your hand, then shuffle. You gain 2 life.
Creature — Bird Rogue
Flying When this creature enters, you take the initiative.
Sorcery
Creatures you control get +2/+0 and gain alpha strike until end of turn. (A creature with alpha strike has first strike as long as it's blocking or being blocked by a creature that comes after it alphabetically.)
Sorcery
Up to two target creatures can't block this turn. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, exile the top card of your library. Until end of turn, you may play that card.
Legendary Creature — Human Warrior
When Abdel Adrian enters, exile any number of other nonland permanents you control until Abdel Adrian leaves the battlefield. Create a 1/1 white Soldier creature token for each permanent exiled this way. Choose a Background (You can have a Background as a second commander.)
Enchantment — Aura
Enchant creature When this Aura enters, untap enchanted creature. You control enchanted creature. When enchanted creature dies, return that card to the battlefield under its owner's control.
Creature — Human Elf Shaman Sorcerer
Psionic Spells — When this creature enters, choose target instant or sorcery card in your graveyard, then roll a d20. 1—9 | You may put that card on top of your library. 10—20 | Return that card to your hand.
Instant
Until end of turn, target player can't cast instant or sorcery spells, and that player can't activate abilities that aren't mana abilities. Draw a card.
Enchantment
At the beginning of your end step, choose one — • You gain 1 life. • Return target creature card with mana value 1 from your graveyard to the battlefield.
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control."
Snow Creature — Treefolk
Trample Abominable Treefolk's power and toughness are each equal to the number of snow permanents you control. When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Enchantment — Aura
Enchant creature Enchanted creature has flying. Threshold — Enchanted creature has shroud as long as there are seven or more cards in your graveyard. (It can't be the target of spells or abilities.)
Instant
Switch target creature's power and toughness until end of turn.
Instant
Choose one — • Abrade deals 3 damage to target creature. • Destroy target artifact.
Instant
This spell can't be countered. Destroy target nonland permanent with mana value 3 or less.
Instant
Counter target spell. You gain 3 life.
Instant
Return target creature to its owner's hand. You may have Shapeshifters you control become copies of that creature until end of turn.
Sorcery
Return target artifact or non-Aura enchantment card from your graveyard to the battlefield with X additional +1/+1 counters on it. It's a 1/1 Spirit creature with flying in addition to its other types.
Legendary Creature — Spirit
Flying, ward {2} {1}{W}{U}: Exile another target creature or artifact you control. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Sorcery
Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in a random order.
Creature — Horror
When this creature dies, each player sacrifices a creature of their choice.
Creature — Horror
When this creature enters, each player sacrifices two creatures of their choice.
Creature — Specter
Flying Whenever this creature deals damage to a player, that player discards a card.
Enchantment
When this enchantment enters, put a +1/+1 counter on each creature you control. Whenever a nontoken creature you control dies, create a 1/1 white Spirit creature token with flying.
Creature — Dog Shaman
At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness.
Instant
Choose one — • Exile target creature with power 3 or greater. • You draw two cards and you lose 2 life. • Distribute two +1/+1 counters among one or two target creatures.
Creature — Human Soldier
Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has flying.
Instant
Target creature blocks this turn if able. You may have it gain reach until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Creature — Drake
Kicker {4} (You may pay an additional {4} as you cast this spell.) Flying If this creature was kicked, it enters with two +1/+1 counters on it.
Creature — Human Wizard
At the beginning of each player's draw step, that player may draw an additional card. If they do, spells they cast this turn cost {2} more to cast.
Creature — Wall
Defender Whenever you cast an instant or sorcery spell, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
Instant
Target creature gains haste until end of turn. Draw a card.
Creature — Human Knight
When this creature enters, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Elf Druid
{T}: Add one mana of any color. {T}: Add X mana of any one color, where X is the amount of life you gained this turn.
Artifact Creature — Construct
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Creature — Ooze
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When this creature enters, destroy target artifact, enchantment, or land.
Creature — Sliver
All Slivers have "{2}, Sacrifice this permanent: This permanent deals 2 damage to any target."
Sorcery
Acidic Soil deals damage to each player equal to the number of lands they control.
Creature — Vampire Cleric
{T}, Sacrifice another creature or artifact: Each opponent loses 1 life and you gain 1 life.
Creature — Human Cleric
When this creature enters, mill two cards, then you may return a permanent card from your graveyard to your hand.
Legendary Enchantment — Background
Commander creatures you own have "The first Dragon spell you cast each turn costs {2} less to cast."
Artifact
{1}, {T}: This artifact deals 1 damage to any target. That permanent's controller or that player creates a 1/1 green Squirrel creature token.
Sorcery
Create two 1/1 green Squirrel creature tokens. Flashback—{1}{G}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Artifact Creature — Equipment Octopus
Whenever this creature or equipped creature deals combat damage to a player, draw a card. Reconfigure {2} ({2}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)